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Squishy units, even heroes are squishy, but amazingly strong on the campaign map with changer of ways tab.
Even with a relatively early UEGC, and even with squishy armies, am thriving !
I just love that campaign, really…
It’s totally coherent lorewise, very thematic and immersive.
I still hate Tzeench troops though (well, armies are high dmg dealing with magic in end game and late troops or doomstacks are potent at some point ofc, but even there still significantly weaker than comparable stacks on others monogods factions), but frankly i wouldn’t want it to be different…
Plotting and scheming,
thats what is all about !
Why would you do it and try to manipulate everyone if you have unstoppable killing machines to roll over everything like Skulltaker ie, or Golgf*g ? (both clearly broken, way too strong if you ask me)
Tzeench is fine and challenging, it actually requires scheming, planning & anticipation to dominate the Ultimate crises, and that’s right on the spot and thematic, its just great !
I don’t think it needs to change or anything related to him.
What needs to change and be nerfed are Skulltaker bloodhosts, or the amount of gold Golg gets for example, that’s not normal at all.
But Tzeench is just great as it is, it’s a really fun and challenging campaign, totally thematic, what else to ask for frankly ?
The real problem is the power creep and overbidding on new factions, not properly tested enough and way too strong/snowbally, etc.
And as always older factions suffer from the power creep, even well thought & right on the spot thematically, like Kairos here.
Already seen that story in several games unfortunately, but what can we do, new content must be attractive to be sold, so… there we are 🤷🏼
But it’s not Tzeench that need a buff to fix all that, it’s definitely the contrary, the new broken factions at release must be nerfed instead to minimise the disparity of potential between new & old factions.
Tzeentch hasn't been difficult for a long time now.
Horrors in general need a buff. I think if they add a tech that gives 10% range and a tech that buffs missile AP by 3, it would fix the issue. Right now, horrors are just horrible in comparison to literally every other daemonic infantry.
Mutalith Vortex I think would be fixed just by making the tech that gives it increased Replenishment regen instead.
I agree with Doom Knights needing a buff. When you compare them Statwise with other flying cav they dont seem too bad but then when you look at for example tech tree, Cathay tech buffs Longma with +10% Charge, +4 MA, +20% Speed, +20 Charge, and +20 Armor while Doom knights get +2 recruit rank (basically useless) and -15% recruit cost (again basically useless). If they had either of those things removed and the tech gave +10-15 bonus v large and some extra charge bonus or something it would be perfect IMO.
I do have to say though, if you think Nurgle is the weakest monogod IMO u are straight wrong. IMO Slaneesh is strongest early to mid and Nurgle is strongest mid-late with Khorne just solid for the whole ride.
Plagueist existing as a trait and Exalted Plaguebearers being what they are makes Nurgle ridiculously good once you can get Soul Grinders, once you have artillery and can convince people to come to you this faction is insanely strong. Exalted Plaguebearers just dont die and do insane missile damage. On top of that, the new DLC gives you what honestly may be some of the best units in the game. Rot Knights may be the all around strongest Cav unit in the game and Toad Dragons are one of the best single entity monsters in the game. And while a bunch of your units dont have regen, you can actually get it from both Heralds (limited) and warshrines (infinite).
IMO each has their weaknesses. Slaneesh is ridiculously strong early but can slump later vs high tier infantry and single entities. On top of that your units are very flimsy and can die very easily. Nurgle requires some time to scale but has some ridiculously powerful lategame options and buffs. And Khorne has solid options basically throughout the whole campaign. IMO they are all in the same general ballpark.
Don't sleep on Nurgle. If you can make it into the mid-late game, they are a crazy faction.
Maybe buff your playing skills instead.
most of my opinions more come from multiplayer rather than campaigns, which is a bit of a blunder. in multiplayer i believe it goes Slaanesh, Khorne, Nurgle, then Tzeentch in terms of win rate.
i do agree with most people here except for that one guy rage baiting for some reason.
i do think tzeentch could use a couple little buffs and some slight mix ups just to come on par unit wise with the other factions. especially to get them on par with the mono gods and because they have one of the jankier rosters in the game in terms of units not functioning properly. which is all in the previous post. but i think the biggest thing that really shows disparity between the gods is the demon prince. Idk why but if you look in game the Demon prince of Tzeentch is just substantially worse then every other demon prince.
It would be nice to see another legendary lord added, as Tzeentch would be the only one with two. They should also change the way points are generated in battle for the army abilities, perhaps requiring the spells to actually do damage rather than just be cast. And they should make the Changing of the Ways less infuriating, I mean, it feels like all the AI does is steal settlements (the player's settlements). At least add a building that can make the settlement immune to this rubbish, or maybe allowing for the AI faction that received it to offer the settlement back to the player at a discounted price if relations are good.
Slaanesh, LOLOLOLOL! Slaanesh gets hard-countered by certain faction picks thanks to having no reliable way to deal with flying shooty units.
If we're talking multiplayer strength, it's more like Daemons>Khorne>Slaanesh>Tzeentch>Nurgle than whatever you seem to think.
Daemons are first since they have access to a grab-bag of the best Daemonic units, and those aren't a joke anymore.
Khorne second because they have solid units even after the nerfs, Wrathmongers are still insane for their cost. Good monstrous infantry. They can even kite against some factions.
Slaanesh second, they have alright infantry, and great mobility. Get Seekers. Pavane is just ♥♥♥♥♥♥ up, ♥♥♥♥♥♥♥♥♥. Are Fiends still great? I dunno.
Tzeentch third, Blues are great for the cost, Pinks are good too. They can rush with Centigors & ♥♥♥♥, their Furies and Screamers are okay. They can make Halberd box. Easy to charge army abilities.
Nurgle last because while they hold well, they don't have that much killing power (especially ranged), their high-end units like Plague Ogres or Chosen (Great Weapons) are too expensive and/or easy to nuke. Their big monsters are ass. Other factions in the game have better cav for the cost.
They have one of the better Soul Grinders, Rotting Riders are fine, and Angels of Decay are really solid. Their lord options and lores of magic are good as well.
This is just overall strength, not specific bad matchups. Also considering potential, without taking into account player skill. Things might be a bit different depending on the game mode as well, this is mostly from land battle perspective.
In campaign, Khorne is first place, no questions asked. Anyone who thinks they're not strongest in the game right now is a brainlet or hasn't played them. When I say strongest, I don't mean the ability to survive like a cockroach (if measuring by that the Changeling is strongest), but the ability to take territory and resources, along with increasing their own military power.
Just like Nurgle really could do with a legendary hero. The jolly giant has none. No, I don't count the Tamurkhan ones.